Uncommon Dungeons, Traditional RPG Adventuring Rules

(These rules have been cribbed together from innumerable sources. It’s my personal old school heartbreaker ruleset, that I have mostly used while running the Barrowmaze megadungeon. The work in progress g doc is here.)

Fools play on a darkened stage,

Swords sharp, and torches high,

Face our doom, prepare our lies,

The underworld will take its tithe.

Uncommon Dungeons

Traditional game rules for fantasy adventure role-playing

Rules

ROLL HIGH in WAR

ATTACK: d20 +modifiers ≥ ARMOR CLASS

ROLL LOW in PEACE

& DESPERATE SAVING THROWS to avoid spells or dragon fire

Roll ≤ Ability Score

Novice: d30

Expert: d24

Master: d20

Difficult actions are represented by or +/- 1d (ex. d24/d16 instead of d20)

Iron disrupts the eldritch vibrations required for magic. Iron armaments and tools must be dropped in order to cast magic spells.

Wizards begin their career with a 20 page Spellbook containing 3d8 random spells, of which they have mastered three spells of the First Order. Through constant experimentation and research, one spell is translated with each level the Wizard gains.

Spells may also be added to the book at the cost of 1d6 days and 50gp per Order of the spell. Scrolls are scribed at the cost of d6 days and 100gp per Order of the spell

Wizards may prepare to cast one spell per level per day + Intelligence modifier. The wizard must study the spellbook each morning to commit the mind-bending syllables to memory

Wizards’ power is limited to spells of Order ≤ ½ level, rounded up. A wizard may never cast more higher order spells than lower. Ex. a 3rd level wizard may cast one 2nd Order spell and two 1st; at 4th level: 3 & 1 or 2 & 2

Clerics begin with 1 spell. Spells are gifted by the Abbots of the Order according to their own inscrutable divinations

Beseech deity for more spells with a tithe of 200gp per spell Order

Scrolls may be scribed: 1d6 days & 100gp/Order

Clerics prepare to cast 1 Spell Order per Level per Day + Wisdom modifier

Clerics must pray each dawn to affirm the holy orisons

Clerics’ power is limited to spells of Order ≤ ½ level, rounded up. A cleric may never cast more higher than lower. Ex. a 3rd level cleric may cast one 2nd Order spell and two 1st; at 4th level: 3 & 1 or 2 & 2

Healing: Clerics may sacrifice any spell to Heal HP 1d6+1/Order

Banish Undead: Clerics may sacrifice a spell for this purpose: For each Order sacrificed, cause 2d6 HD of Undead Creature to Save (8+HD-Spell Order) or flee for 1 Turn, or as long as the cleric presents their holy symbol

Severed limb: die in 3d6 rounds unless tourniquet applied, wound cauterized with fire, or 3rd Order Heal is used. This will not restore lost hp) -1d6 DEX or STR

5, 6

Broken bone (DM's choice), -1d6 DEX or STR, 2d4+9 weeks to heal

7, 8

Knocked out for 1d6 rounds, unless wearing a helm. With helm, stunned for 1 round

9

Stunned for 1 round, unless wearing helm. With helm, only knocked down

10

Knocked down

11

Someone Is Watching Over You, and doesn't want you to die yet for some cosmological reason. Roll a die. Even it is a benign or benevolent being, Odd it is a creature of Chaos... You have 1 Hit Point... but you aren't alone anymore.

12+

Surge of adrenaline returns 1d4 hp per level. At the end of the combat, the adrenaline drains away, hit points are reduced to zero, and the PC faints for 2d6 turns

The Castle of Dreams

This castle whereonto I fleeWhen life and time hang wearily.Yet though so far, 'tis strangely nigh:Within the breathing of a sighOne gains the walls secure and highOf the castle of dreams.

Divinely beautiful and great,Of pearl each dome and tower, and gate,It stands, a hold of kingly state.There gyving Time and Space are not,And cares of Life are all forgot.No breath of restless change is broughtTo the Castle of Dreams.

I walk each wondrous court and hall,Their varied treasures mine at call,For there I am the lord af all.If gold and gems of land and sea,And broad estates were offered me,I would not take them for the keyOf the Castle of Dreams.